Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

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I don't know how much of that I agree with, but I ran modern horror, not Ravenloft, so it's different.


One bit of advice I'd give would be to have fun with perception checks. If a player fails a perception check, they see something move out the corner of their eye. They succeed a perception check, the see something at the window that runs away when noticed. Having a failed check do nothing can be fun as well.

I might as well suggest some adventures I've run that I think can be adapted to Ravenloft. At very least the basic concepts can work. These adventures are free so you can find the details online.

The Haunting.
A introductory adventure for Call of Cthulhu and available in free quickstart rules. There's lots of fan material online if you want maps and handouts. The plot is the PCs are hired to investigate a house where the residence either die or go insane. The first part is an optional investigation. The second part is going into the house itself.

Turns out there's a undead wizard in the basement and is scaring away people who might find his body. So early on it's a creepy house, and as the players investigate you scale up the scares. The three big set pieces are the bed attacks, a floating knife tries to stab them in the basement, and finally you have the undead guy himself.


The Mutator.
A Silent Hill inspired one sheet adventure for Savage Worlds that used to be free on the SW website. It seems to have a small fanbase. I think the boss being a one hit kill is overpowered, but easily fixed. It might be good for flexing your improv muscles.

The premise is that the PCs wake up in a rusty, dilapidated hospital, though it could be anywhere. The PCs have to escape or they will become a mad doctors surgical experiments. Sounds Frankenstein-like to me. The PCs start tied to a bed, so ask them how they want to escape and think of an appropriate check. After a few rounds I had the nurses enter, even if some PCs were still tied to their bed. The PCs will have to fight these foes without their gear, so it's a good time to use any improvised weapons rules.

After they kill the mad doctor, the adventure ends. I personally had the Silent Hill air raid siren sound, the PCs pass out and wake up in the real hospital, but that's easily changed too.


Some other horror adventure I forget the name of.
This was a free adventure with basic Savage Worlds rules included. I don't know the name. In the modern version, the PCs are taking a long distance bus ride. The bus breaks down at a small village. The PCs hang out at the store until it closes while the driver tries to fix the bus and calls for a tow. The driver sneaks away at some point when he goes to make a phone call or use the shitter or something.

Night falls, fog surrounds the village, a hunting horn is heard, and hellhounds and zombies appear.

The plot is that years ago, a skilled hunter caught his wife having an affair. He killed her lover, and tried to kill her, but she escaped. On learning of her lovers death, the wife killed herself. Making her the only prey that escaped the hunter. Now every year the ghost of the hunter kills people. The village lures strangers in and let's them get killed to appease him. Those victims are the zombies, and the hellhounds are his hunting dogs. Anyone who helps the PCs is killed, so villagers won't help and will fight the PCs if pressed.

Eventually the PCs make it to the church. The priest, tired of letting innocent people die, lets the PCs rest in his church and gives them the backstory. The PCs need to find the wife's grave (it's not at the church due to her death being a suicide). The PCs find the grave, the hunter sees it and disappears.

If you change the bus ride to a boat or coach, this could work in a fantasy setting. The fog that traps people in the village is an established feature of Ravenloft.
I've heard of the Ravenloft adventure The Death House. Never played it.

I've been told there's a haunted house adventure where the twist is the house is actually a giant mimic and the PCs are running around inside it. I don't know the name, but it sounds like fun to me.
 
I'll contribute an idea as well. If you're familiar with Malifaux, I run a group for its RPG called Through the Breach. It's a cattlepunk horror style adventure I wrote for a wannabe Death Marshal, but with some tweaking it could easily fit into gothic horror.

The PCs were sent to a ghost town out in the middle of the desert (could easily be a forest or moor). Their job? Apprehend a man who is accused of practicing illegal necromancy. What the PCs didn't know is that he kidnapped his daughter (she had run away from home and a friendly female Undead took her in because he was a drunken wife/child beater) and turned his wife and the girl's caretaker into his zombie slaves. The ghost town was totally deserted, dust covered everything in a fine layer. There was no movement in town except for a single body hanging from the gallows in the town square. But as they explored they were attacked by zombies, ghosts, and I threw a few curveballs with rooms filled with corpses that were not animate. Through it all, they discovered journal entries written in a rambling, ranting style by the man they were sent to find. Descriptions on how he could get his wife to love him again, the experiments he conducted on those "town sluts," really deranged incel level shit. My players weren't scared, but they were horrified. I knew I was doing my job when they got to a point that they didn't want to look for clues. For you see, as bad as the illegal necromancer was, the ghost town was such because of a massacre perpetuated by the boomtown's owners. The mayor's office made them paranoid as hell (if you've played Vampire: the Masquerade: Bloodlines I based the Town Hall on the hotel level). Footsteps, doors opening and closing, windows refusing to budge, shit getting tossed around, creepy whispers that I refused to repeat if they didn't quite hear me...luckily the Mayor's ghost was friendly once they finally met him and talked to him.

The boss fight, though, was what stuck with them the most. The necromancer had locked his (still living) daughter in a cage while his undead wife and the girl's caretaker fawned over him like a couple of hootchies. Deranged screaming of how "you need to listen, I'm your father" so on and so forth ensued. The worst part? When the party started the fight, the giant boulder of soulstone stuck into the ceiling kept healing the Undead enemies while the party was getting Slowed and Paralyzed by spectral chains the necromancer shot out and the undead hootchies flashing them (Yes, really. It's a weird system). They would have died if they hadn't freed the girl and were friendly with the ghost mayor (The ghost mayor used the girl's teddy bear which was steeped in necromantic energy to power up enough to leave town hall and shatter the giant soulstone in the mine). The ghost townspeople were saved from the giant soulstone and peace returned to the ghost town necropolis.

Then the wannabe Death Marshal brought that all up to the recruiter, so the Undead in the town were wiped out by Exorcists and Marshals. Still thinking on how I can make him regret THAT.

Anyway, with some tweaking this might fit into Ravenloft. Feel free to use it.
 
Ironically, one of the best straight up horror modules/adventures was PF1's 'The Hangman's Noose'. Because the PCs are typically too low a level to fuck up a full-on angry ghost, especially one who's got an agenda.

The ghost is the enraged soul of the former executioner, framed for the murder of his wife and son -- but the jailer of the prison believed he was innocent. Said jailer kidnaps the surviving jurors (who were all bribed, coerced, or bamboozled into convicting the executioner), as well as the PCs to fill out the ranks. The ghost takes his time whacking the corrupt jurors, while the PCs must scramble to avoid the ghost and prove his innocence. It's actually pretty good.
 
Just found out that mearls has been back in the 5e team for some time now. Was also reminded that mearls despises modularity something that puzzles me: if he hates modularity that much, why spend so much time and effort designing the mystic?
Oh and the alternative cover art for that ravenloft book is ass.
 
Just found out that mearls has been back in the 5e team for some time now. Was also reminded that mearls despises modularity something that puzzles me: if he hates modularity that much, why spend so much time and effort designing the mystic?
Probably because he's not the one calling the shots in that case. Considering how he was ejected the first time around, they would want him to stay low-profile for a long time.
 
4. My voice is super high pitched, which would probably ruin any semblance of horror.

To add to all the above well articulated advice, don't forget that sometimes high pitched can be pants shittingly terrifying.

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Doing a slightly deeper voice or moderating the pitch can help for horror games but if you can hit unnaturally shrill for a one-off surprise it can sometimes catch people off guard. Expect laughter afterwards though.

Ultimately, like with horror video games, there's a limit to how much you can scare players at the tabletop. Video games are arguably a good place to start because, as with non-computerised RPGs, players have a comfort zone. There's the disconnect of knowing you have time to react, ask questions, turn the unknown into something they can cope with.

Worthwhile videogame attempts to do that despite the limitations of being in a format where the combat is not quite so button bashing panicky are extensive. I have a soft spot for Koudelka despite its age and for a Ravenloft game you could take the plot for it, file a few bits here and there and be done for a session or two. I also remain fond of Secret World even if only a small number of its missions are actually horror ones. Related to that cults. Cults are really useful. I would suggest avoiding any research into real world cult shit because that get dark but largely normal people willing to do more or less anything to anyone can get creepy as all get out and Ravenloft is made for that sort of thing.

On a meta level identify which player likes to wander off on their own. Don't mess with them often, note their solitary roamings and let other PCs go chasing after them. When they do catch the remaining ones with knowledge/perceptive type checks to go looking at interesting clues and then do awful things to them while they're isolated. If you just do it to Pokey McDopey then others get left out. And then it looks less like picking on them when the latest grave they piss on swallows them.
 
Cults are really useful

If the DM is creative, cults can be a interesting element to the campaign. Doesn't even have to be dark, just peculiar fan groups. There could be a cult that likes to collect small cute animals *coughpokemoncough* and the group could decide to break them up or help them collect rare pets for some gold.

Or if there is a horny bard in the group, you can flip the trope and have a group of fans that at first leave letters, flowers perhaps even a locket for the bard to find. Then as time passes become more and more possessive, demanding even threating (but not doing anything) other members of the party for the bard to be more center stage.
 
Cults are great for Ravenloft. One campaign I ran for about two years, the group was more concerned with cults than with Dark Lords. (PC's should rarely, if EVER, encounter a Dark Lord. He's the king in the castle on the hill, not a CR 12 threat to be chased down the road while Yakkity Sax plays) Cults have their signs and counter-signs, little pins or pieces of paper, and worship weird things.

Cult of the Bear, Cult of the Jeweled Skull, Cult of Namanthos the Deciever, whatever.

Witches Covens are good too.

Ravenloft takes a lot of work on the GM's side though, just be warned.
 
1. Domains that are best for a weekend in hell adventure. The mists kidnap the characters from a normal setting, they dick around for a bit, and the mists take them back once they beat the adventure. This is good for stuff like The Wildlands (because of its lack of humans), Sithicus (because of its majority-elf population and the novelty of facing Lord Soth), and Odiare (because Maligno killed all the adults in his domain).
I'd second Odiare. It's good for a one shot, because the novelty of facing off against evil Pinocchio in a town full of kids is weird and creepy enough but will wear off quick if it goes longer than a session or two. Also, if you're self-conscious about having a high pitched voice, this can also work to your advantage, if you play it up with Maligno as he stalks the players; that said, I'm sure your players will be glad to have some variety in GMs and your regular GM will just be glad to play for a change, and your voice is something you're more worried about than they will be.
 
Cults are great for Ravenloft. One campaign I ran for about two years, the group was more concerned with cults than with Dark Lords. (PC's should rarely, if EVER, encounter a Dark Lord. He's the king in the castle on the hill, not a CR 12 threat to be chased down the road while Yakkity Sax plays) Cults have their signs and counter-signs, little pins or pieces of paper, and worship weird things.

Cult of the Bear, Cult of the Jeweled Skull, Cult of Namanthos the Deciever, whatever.

Witches Covens are good too.

Ravenloft takes a lot of work on the GM's side though, just be warned.

It's easy to fall into the trap of making a campaign focus on the Dark Lord, since a lot of them are the most interesting parts of the setting. (Though some that are just Doctor Frankenstein and his monster or similar are kind of boring, since they don't give any kind of twist on the story and a lot of the smaller domains are kind of hazy on the exact kind of bait/punishment the Dark Lords receive.)
 
There's an Tabletop RPG by the name of Thirsty Sword Lesbians. Yes it's as bad as you'd think. From page 11 of the PDF.

No Fascists or Bigots Allowed
To play Thirsty Sword Lesbians, you must:
ª Support racial liberation, intersectional feminism, and queer liberation
ª Respect transgender people, nonbinary people, intersex people, and
women
ª Respect racialized people; respect Black, Indigenous, mixed-race
people, and other people of color
ª Respect sex workers
ª Respect disabled people
ª Respect immigrants
ª Respect lesbians and other people with queer sexualities
ª Respect people experiencing poverty or homelessness
ª Respect neurodivergent people, such as those on the autism spectrum
ª Respect fat people and people of all body types
ª Not demand that anyone educate you about their marginalizations
If you don’t agree, fix your heart before sharing a table with other people.
If you do agree but you’re struggling with self-loathing over any aspect of your identity, that’s understandable. We’re taught to hate ourselves in so many ways. Come on in and let’s celebrate the existence and joy of people like us.

Safety Tools
The safety techniques presented here have been chosen to emphasize
direct communication, flexibility, and simplicity so that they are not forgotten. Everyone has different needs and preferences around safety and communication. Choose tools that work for your group.
If these safety practices aren’t the right mix for your group, there are many other options. The TTRPG Safety Toolkit by Kienna Shaw and Lauren Bryant-Monk is a good place to start, available at bit.ly/ttrpgsafetytoolkit.

The Palette
Before the first session, create a palette of concepts that you want to
include and concepts that you don’t want in the game. Do this together,
as a group, to get on the same page about what excites you all. Make sure
there’s a way for people to add to the list anonymously if desired (through
the GM, for instance, or by editing a shared document or passing around
a piece of paper). Describe what excites you about the setting so that the
other players (including the GM) can highlight those aspects. Describe
what elements of the genre you don’t want to include, for whatever reason.
It doesn’t have to be a sensitive or triggering topic for you to list it as an
unwanted element. Maybe you’re simply bored of dragons and want to
tell a story focused on other elements. Maybe you don’t want laser swords
because it’s too hard to tilt up the chin of an opponent with a blade of
pure energy.
You can also use the palette to keep track of elements that players wish
to exclude for reasons of safety, sometimes called lines and veils—“lines”
if the content is excluded entirely from the fiction and “veils” if it’s okay to
include “off-screen” but not as a focus.
You can modify or add to the palette at any time. People aren’t going to
write down every single thing they don’t want in advance; be considerate
about introducing elements that might be objectionable
They dedicated four pages to "safe spaces" at the table.

In terms of crunch there's very little. Probably the best thing about the book is the settings & adventures chapter, but only if you do anything with relationships in your games. However, Blue Rose did this a lot better.
 
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There's an Tabletop RPG by the name of Thirsty Sword Lesbians. Yes it's as bad as you'd think. From page 11 of the PDF.






They dedicated four pages to "safe spaces" at the table.

In terms of crunch there's very little. Probably the best thing about the book is the settings & adventures chapter, but only if you do anything with relationships in your games. However, Blue Rose did this a lot better.
I found a book on The Trove called "#feminism", a self-declared "nano-game anthology" with a shitton of games revolving around 4th wave feminism, identity politics and all that political drivel you'd expect... and some genuinely disturbing shit.

There are several categories like Romance, Women in the Media, Body, Digital Age and so on and the big idea is to explore feminism, society, media, history and your own personality through the lense of these games. The games also come with teardrop symbols indicating how triggering they might be. Sounds pretty stupid, but it's so much worse than you think.
Every game has a "debriefing" phase to talk about fee-fees and for the game mistress to tell people what to take away from this "experience" :story:

I only skimmed through, thinking it would be funny and awkward, boy was I wrong. Most games are utter shite, loaded with the nonsensical shit you'd expect, some other games though...

Description of the first game says it all:
First Date by Katrin Førde
A game about a date gone wrong and
a rant about the orgasm gap.
This is your first date with ______. Everything
was going just great until, for some reason, you
started talking about “the orgasm gap.” Now
you’re just listening to this idiot telling you why
they think it’s natural/okay that women get less
out of heterosexual sex.
Together, you will all play out the first date of
a new couple. You will each get to play both
members of the couple—let’s call them the
Ranter and the Listener—during this game.
The Ranter will spend all their time ranting
about why the orgasm gap for women during
heterosexual sex is normal and natural. The
Listener will not respond with words to the
Ranter’s rant, but may respond with semi-subtle
body language. The Listener does not have to
wait for the Ranter to finish the rant, but may
leave at any point.
Two players will play at a time; any additional
players will observe the scene.
The couple can be made up of two people of any
gender identity and sexuality; it does not need
to be a straight couple.

Another fine example:
Willful Disregard by Anna Westerling
A love story.
Don't sound so bad, here's snippet of the description:
A love story in five scenes, from their first
meeting to their break up.
Characters
• She: You will fall head over heels for him and
do anything for love.
• He: You kind of like her. She kind of turns
you on so you could surely fuck her.
The entire game revolves around how men only want to get their dick wet while poor distraught women put up with their egotism, hoping for true love to save the day.


There's blatantly fetishy shit, too. Game number 3:
Spin the Goddesses by Karin Edman
A kissing game of lesbian witches.
It's exactly what you think it is. Haha, wrong. It's worse. So much fucking worse.
This is a lesbian “Spin the Bottle” larp inspired
by witches. This is due to the parallels I have
seen between two kinds of secret societies of
women, hidden away from the world during
most of human history. It will be a lesbian
kissing game.

Decide before you play if you will do actual
kissing or instead use thumb kissing. To thumbkiss
another person, reach out and cup their face
in your hand, placing your thumb lightly over
their lips. When you lean in to kiss them, your
thumb should be between your lips and theirs.
Note: If you are not a lesbian, have an open
mind and try to have and experience gentle and
sexual tension with other women. If you are
a lesbian, I would love for you to encourage
any non-lesbian players to explore this side of
themselves.
This is a nice and soft game about
kissing and magic; it is not designed to be about
bullying or about women who are mean to
each other.
Emphasis added.
Guilt-tripping women into lesbian shenanigans. Not fetishy, pushy or disturbing at all. Don't forget, these games support women, says so on the box, so anything in here is totally a-okay. :story:

So Mom I Made This Sex Tape
by Susanne Vejdemo
Different generations of feminists
argue it out about sex, porn, and what
the main point of feminism really is.
The idea is that a girl made a sextape with her boyfriend, who secretly send it to some people organizing an erotic festival and they want to show it. The game is about deciding whether the girl wants to allow this to happen or not and look to your family for support.
The girl now has to talk to her grandma, mom, sister and wine-aunt (all representing different types of feminist) why this is a good thing. Yeah. Not creepy at fucking all.
This feels mainly like a way to shit on prior forms of feminism and to highlight how superior sex-positive slut-feminism is the only TRUE and HONEST liberation.
Girl:
Details: You’re 18. Your boyfriend convinced
you to make a sex tape. It turned out
funny, sexy, and really good! Without your
knowledge, your boyfriend sent the tape to
an amateur sex tape festival. You are upset
about that. The organizers want to show
the tape at the festival and online, and do
an online interview with you. That feels
exciting! There’s so much porn that only
degrades women; maybe putting your great
sex tape out there could help reverse that.
You need help sorting out the emotions and
you want your family’s support.

Mom:
Details: You’re 45. Porn actors are all victims,
whether they realize it or not. Porn leads to
prostitution and drugs, as well as perverting
boys’ views of sex. The degradation and
commercialization of the female body is your
number one feminist issue. Your daughter
needs to understand that she shouldn’t be
ashamed; she is a victim. She should not
participate in the festival. You want to report
the boyfriend to the police for spreading the
video without her consent.

Grandma:
Details: You’re 75 and an old school socialist
factory-worker feminist. Modern feminists
aren’t thankful enough. Women need to unite
and fight for real issues like equal pay and
equal political representation. “Sexuality
rights” isn’t a feminist issue; it’s a slut issue.
Your brilliant granddaughter should be
ashamed about all this scandal. She needs
to go to university and become a politician.
Sex should be private, although you can talk
about it with the other women in the family.
Your granddaughter should not go to the
festival; you should not report the boyfriend
to the police, which would make this a
bigger scandal.

Aunt:
You’re 40. Your sister’s kind of feminism
shames the female body. An empowered
woman takes charge of her body, sexuality,
and finances. Maybe your niece can become
a famous porn actor now? Making and
selling good porn is a more useful kind of
feminist activism than Gender Studies at
the university. Women’s rights to use their
brains and bodies for their own advantage is
the number one feminist issue for you. Your
niece should go to the festival. This is not a
police matter.

Sister:
You’re 15. You get sad when the others argue.
They should support each other. Like your
auntie, you think it’s very wrong to shame
other women. Like your grandmother, you
think arguments about sex and porn divide
feminists and pit them against each other.
Like your mother, you’re very worried about
your sister. What about her career? What
about online harassment? Your sister should
follow her heart about the festival. She
should, ideally, report the boyfriend to the
police, but what if he posts the tape online
as revenge porn?



Stripped by Dominika Kovacova
A game about stripping off
the stigma.
Some do it to pay the bills while studying or
caring for a child; some do it because they enjoy
it. Some do it for as long as they can; some stop
after a few months or years and move onto a
different career path. Their body type, skin color,
or age may differ, but most strippers have one
thing in common: if they are open about their
job choice they face public shame and disrespect,
often from their own families as much as from
strangers. Many choose secrecy to avoid the
stigma.
This game is about lap dancers and strippers
who chose this path voluntarily, yet often end up
judged by their friends, partners, and families, as
well as by people they have never met before.

All these games blatantly push an agenda, but stuff like the last three I mentioned feel like they outright groom women for sexual shit.
There's one game where every player is supposed to underline with increasing intensity how much they crave a cup of coffee for several minutes while pretending to be in their office job. In the next step, the players are supposed to redo all the stuff they said, but exchange "cup of coffee" with "masturbation". Yeah. Totally educational and not creepy fetish gratification on behalf of the creators of that game at all.

There's also this stuff:
The Grey Zone by Siri Sandquist
A larp about the grey zone
between rape and consensual sex
in a relationship.
Last night the one you love was out partying.
Although you’ve only been together for a few
months, you think this might be the real thing.
Last night he came home a bit drunk after you
were in bed, fast asleep. He woke you up. He
was horny and wanted sex. You were really tired
and really not in the mood, but you ended up
having sex somehow.
Now, in the early morning hours, you lie awake
and listen to him breathe. You don’t know
what to think or feel. What really happened last
night? Who is really to blame? Was it rape? This
is the grey zone.
This scenario takes place within the mind of a
woman who had a “grey zone” sexual encounter
with her partner last night. Each player portrays
one of the quarreling voices inside her head.
What, exactly, happened last night? Who is to
blame? What should she do? Come to a decision
before it’s time to get up and the alarm rings.
This scenario is written about a heterosexual
couple with a female victim. If you want to
change it up and play the game about a male
victim or a same-sex relationship feel free to do
so. Reflect over what differences in the story
these changed dynamics give to the game.

and
Her Last Tweet by Rowan Cota
A microgame exploring being
a potential victim of a campus
shooting event.
This game is about a mass shooting that takes
place on a college campus. It focuses on the
way that lone male gunmen often target women.
You’ll play 20-year-old Computer Science
majors working on a group project as the
shooting unfolds.
The playing time is divided into four phases.
Each phase lasts exactly five minutes, except
for the last one. The game’s tone should
start out quite light and move into starker
emotional territory.
The idea is to play the different phases of the project, in one phase, the alarm goes off, everyone writes a tweet at their loved ones, then flip a coin to see if they survived or not and their last tweet is read aloud and everyone talks about their fee-fees.
This game namedrops Elliot Rodger btw.

The absolute highlight that I found has to be the game where several women are supposed to come together and write stuff on their body parts:
#Flesh is a physical game about the
objectification of women or how womens’
bodies are butchered into parts: skin, breasts,
eyes, pussy, etc. These parts carry no inherent
personality; women are reduced to just meat.
Here is how it's played. You're not ready for this.
The game begins with the players, one by one,
making up the values, identity markers, and
characteristics of a person. Players should take
turns writing them on their own body with
non-toxic, water-soluble ink. During this process,
players narrate how each aspect is a facet of
their personality. Repeat until no one wants to
write more on their bodies or the players have
run out of places to write.
After this process, each person enters society
and is reduced by it. Everyone takes turns
licking the words one by one off one anothers’
bodies while narrating why that characteristic is
not important.
Finally, when there are no more words left,
the game ends. Each person has now lost
everything that makes them anything but a body.
Flesh. Take a moment to contemplate this loss
of identity.
The bolded parts are bolded in the original text btw.
2 of the 3 people that made this game are male. What a shocker.

I don't even.
 
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I've actually read the #Feminism book alongside friends; there are actually a few decent microgames in that compilation, but mainly in the sense of the mechanics can be retooled. I think there was a future looking at the past idea or something like that? Basically a few of the games actually kind of work as short half-hour runs, kind of like Everyone Is John in a way.

But it was still about 4/5ths shit, this is true.
 
I found a book on The Trove called "#feminism", a self-declared "nano-game anthology" with a shitton of games revolving around 4th wave feminism, identity politics and all that political drivel you'd expect... and some genuinely disturbing shit.

There are several categories like Romance, Women in the Media, Body, Digital Age and so on and the big idea is to explore feminism, society, media, history and your own personality through the lense of these games. The games also come with teardrop symbols indicating how triggering they might be. Sounds pretty stupid, but it's so much worse than you think.
Every game has a "debriefing" phase to talk about fee-fees and for the game mistress to tell people what to take away from this "experience" :story:

why bother with all this shit and not skip right to the end?

gangrape.jpg


Gang Rape is a short, game master-less jeepform game centred around the idea of using fiat as a means of oppression. The game mechanics were conceived for the purpose of playing gang rape, but are rqqually useful for playing any kind of oppression, like for example bullying/mobbing.

There are several points to the game. One thing that has been severely bugging me the last couple of years is that (at least in Sweden), it seems nearly impossible today to get convicted for rape or gang rape. To really feel this in the end, if the issue actually arises, which is another point of the game, the game should have been harsh until that point.

Naturally, this game is also a comment on how little protection there is in the American "no touching" rule, and to stir the game design pot if only so little. I'm sure this game isn't the first in it's kind.

Don't play this game unless your're in a good place mentally, and really think you are up for it. It is not meant to be fun to play.

Expected playing time is 30-60 minutes, depending on the number of rapists.

Players:
2+ rapists, 1 victim, no game master
Duration:
About 45-90 minutes, depending on the number of rapists
Premier:
Fastaval, 2008



and yes, the typos are from the source.
 
Hey guys, remember back when we had moral guardians bitching about how D&D led to Satanism and cults?

Can we go back to those days? Cause this shit is making my face melt like I just looked into the Ark of the Covenant.
 
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